Three.js base

A base/starter fiddle for Three.js

by Christian Sonne

HTML

<script src="https://rawgit.com/mrdoob/three.js/master/build/three.min.js"></script>
<script src="https://rawgit.com/mrdoob/stats.js/master/src/Stats.js"></script>

CSS

body {
    padding: 0;
    margin: 0;
}

JavaScript

var camera, scene, renderer, mesh, material;
init();
animate();




// create a canvas element
var canvas1 = document.createElement('canvas');
canvas1.width = 256;
canvas1.height = 256;
var context1 = canvas1.getContext('2d');
context1.font = "Bold 20px Arial";
//context1.fillStyle = "rgba(1.0,0,0,0.95)";
context1.fillStyle = '#ff0000';
context1.fillText('Hello, world!', 0, 20);

// canvas contents will be used for a texture
var texture1 = new THREE.Texture(canvas1)
texture1.needsUpdate = true;

// use the texture as material
var spriteMaterial = new THREE.SpriteMaterial({
    map: texture1,
    //useScreenCoordinates: false
});
//var spriteMaterial = new THREE.SpriteMaterial();

// create the sprite and add it tho the scene
var sprite1 = new THREE.Sprite(spriteMaterial);
sprite1.scale.set(500, 500, 1.0);
sprite1.position.set(0, 0, 0);
scene.add(sprite1);

var i = 0;
// change the canvas' content
setInterval(function () {
    context1.clearRect(0, 0, canvas1.width, canvas1.height);
    var message = 'test' + i++;
    context1.fillText(message, 4, 20);
    texture1.needsUpdate = true;
}, 1000)







function init() {
    // Renderer.
    renderer = new THREE.WebGLRenderer();
    //renderer.setPixelRatio(window.devicePixelRatio);
    renderer.setSize(window.innerWidth, window.innerHeight);
    // Add renderer to page
    document.body.appendChild(renderer.domElement);

    // Create camera.
    camera = new THREE.PerspectiveCamera(70, window.innerWidth / window.innerHeight, 1, 1000);
    camera.position.z = 400;

    // Create scene.
    scene = new THREE.Scene();

    // Create material
    material = new THREE.MeshPhongMaterial();

    // Create cube and add to scene.
    var geometry = new THREE.BoxGeometry(200, 200, 200);
    mesh = new THREE.Mesh(geometry, material);
    scene.add(mesh);

    // Create ambient light and add to scene.
    var light = new THREE.AmbientLight(0x404040); // soft white light
    scene.add(light);

    // Create directional light...